silky_soft wrote: »this patch, which is approximately 6.7GB in size
woah, 6.7gb? ahah yea no testing from me gg
Again, i dont see any comment about loading screen.
Someone can confirm if it is the same s***?
When he fears he purifys himself of all Damage over Time effects and etc on him, including taunts. It seems like an intended mechanic, it's not just taunt that gets thrown off of himPersonofsecrets wrote: »@ZOS_GinaBruno , can you have some developers look into Ibomez's tenderizing mechanic.
I've had an issue tanking that boss where, after Ibomez tenderizes a player, they attack that player, and Ibomez seems to do this attack despite my taunt being on him. This interactions seems to be for real and is frustrating or, at the very least, not something that I fully understand.
...at this point, you can assume that these time wasting features, along w/the inability to interact/loot objects for 2+ seconds after coming out of combat, clearly are deliberate...
Septimus_Magna wrote: »Heaven.ThatNeonZebraAgain wrote: »The sword bonus no longer grants a percent bonus to Weapon Damage and Spell Damage (a change that was made for the Imperial City update). It once again modifies all damage as a direct bonus.
Anyone have an idea what this means for magicka builds that use dual wield?
You need to use flurry to proc the extra (387 x 2=) 774 weapon and spell dmg, this will put a big drain on your stamina pool as a magicka build because you need to cast Flurry every 4 seconds to get the buff.
It will be very very strong for stam builds with Flurry and Steel Tornado, not looking forward to this set in pvp..
1.) You are talking about the bonus on axes and daggers.
2.) The damage granted is much higher (haven't logged in yet, Xsorus said 3715 or sth).
3.) Each dagger/axe gives a stacking chance of 50% to activate the buff when you use Flurry. The damage granted does not stack.
4.) The buff works only on single target DoTs, thus has nothing to do with Steel Tornado. Also, ZOS doesn't want it to work on channels, though it currently does (for example on the DoT component of Flurry itself).
I also think the buff works only on the next DoT you use, not every DoT for a short time. I haven't tested this though.
timidobserver wrote: »Seriously, you are nerfing Imperial Prison and WGT again? Didn't you already nerf it once? Why do you keep nerfing it?
I'm sorry but this was kind of needed, depending on how hard they toned it down:ZOS_GinaBruno wrote: »[*]Veteran Imperial City Prison
[*]Reduced the health of the Flesh Sculptor’s Flesh Atronachs.
[*]The Flesh Sculptor’s sprinting inmates now move slower.
[*]The Flesh Sculptor now summons fewer inmates.
You shouldn't need 20k dps players, perfect ping + fps and luck with unresponsive synergy interaction, to complete a boss on VR16.
I'll agree about other nerfs of vWGT and vICP being unnecessary tho. I can already complete that with a casual(if still semi-organized + ts) PvE group with normal dps and deaths from stupid. No need to reduce the dmg more.
Than again, this is no longer endgame content once Orsinium comes out. They always nerf old stuff, when new comes out. If they want to keep the IC DLC relevant and selling, might have to adjust it to suit a bigger audience. Especially now that you're expected to use the LFG tool and team up with randoms for daily rewards.
timidobserver wrote: »Seriously, you are nerfing Imperial Prison and WGT again? Didn't you already nerf it once? Why do you keep nerfing it?
When he fears he purifys himself of all Damage over Time effects and etc on him, including taunts. It seems like an intended mechanic, it's not just taunt that gets thrown off of himPersonofsecrets wrote: »@ZOS_GinaBruno , can you have some developers look into Ibomez's tenderizing mechanic.
I've had an issue tanking that boss where, after Ibomez tenderizes a player, they attack that player, and Ibomez seems to do this attack despite my taunt being on him. This interactions seems to be for real and is frustrating or, at the very least, not something that I fully understand.
Just re-taunt, there is no more taunt immunity (Unless 2 or more players are taunting uncontrollably)When he fears he purifys himself of all Damage over Time effects and etc on him, including taunts. It seems like an intended mechanic, it's not just taunt that gets thrown off of himPersonofsecrets wrote: »@ZOS_GinaBruno , can you have some developers look into Ibomez's tenderizing mechanic.
I've had an issue tanking that boss where, after Ibomez tenderizes a player, they attack that player, and Ibomez seems to do this attack despite my taunt being on him. This interactions seems to be for real and is frustrating or, at the very least, not something that I fully understand.
Just re-taunt, there is no more taunt immunity (Unless 2 or more players are taunting uncontrollably)
Personofsecrets wrote: »Just re-taunt, there is no more taunt immunity (Unless 2 or more players are taunting uncontrollably)When he fears he purifys himself of all Damage over Time effects and etc on him, including taunts. It seems like an intended mechanic, it's not just taunt that gets thrown off of himPersonofsecrets wrote: »@ZOS_GinaBruno , can you have some developers look into Ibomez's tenderizing mechanic.
I've had an issue tanking that boss where, after Ibomez tenderizes a player, they attack that player, and Ibomez seems to do this attack despite my taunt being on him. This interactions seems to be for real and is frustrating or, at the very least, not something that I fully understand.
Just re-taunt, there is no more taunt immunity (Unless 2 or more players are taunting uncontrollably)
@Petros
This is the part that I am having an issue with. It seems like retaunt isn't doing anything until the qued up attack is finished. I just have to find out if there is a sweet spot where I can taunt after his aggro free mechanic but before the next qued up attack is chosen.
Personofsecrets wrote: »Just re-taunt, there is no more taunt immunity (Unless 2 or more players are taunting uncontrollably)When he fears he purifys himself of all Damage over Time effects and etc on him, including taunts. It seems like an intended mechanic, it's not just taunt that gets thrown off of himPersonofsecrets wrote: »@ZOS_GinaBruno , can you have some developers look into Ibomez's tenderizing mechanic.
I've had an issue tanking that boss where, after Ibomez tenderizes a player, they attack that player, and Ibomez seems to do this attack despite my taunt being on him. This interactions seems to be for real and is frustrating or, at the very least, not something that I fully understand.
Just re-taunt, there is no more taunt immunity (Unless 2 or more players are taunting uncontrollably)
@Petros
This is the part that I am having an issue with. It seems like retaunt isn't doing anything until the qued up attack is finished. I just have to find out if there is a sweet spot where I can taunt after his aggro free mechanic but before the next qued up attack is chosen.
I don't recall having issues with it after bashing the tenderizing, you could try that new tanking armor,, the shield assult supplies a taunt
Personofsecrets wrote: »Personofsecrets wrote: »Just re-taunt, there is no more taunt immunity (Unless 2 or more players are taunting uncontrollably)When he fears he purifys himself of all Damage over Time effects and etc on him, including taunts. It seems like an intended mechanic, it's not just taunt that gets thrown off of himPersonofsecrets wrote: »@ZOS_GinaBruno , can you have some developers look into Ibomez's tenderizing mechanic.
I've had an issue tanking that boss where, after Ibomez tenderizes a player, they attack that player, and Ibomez seems to do this attack despite my taunt being on him. This interactions seems to be for real and is frustrating or, at the very least, not something that I fully understand.
Just re-taunt, there is no more taunt immunity (Unless 2 or more players are taunting uncontrollably)
@Petros
This is the part that I am having an issue with. It seems like retaunt isn't doing anything until the qued up attack is finished. I just have to find out if there is a sweet spot where I can taunt after his aggro free mechanic but before the next qued up attack is chosen.
I don't recall having issues with it after bashing the tenderizing, you could try that new tanking armor,, the shield assult supplies a taunt
I don't understand why a tormenter activation would work over an actual taunt.
Personofsecrets wrote: »Personofsecrets wrote: »Just re-taunt, there is no more taunt immunity (Unless 2 or more players are taunting uncontrollably)When he fears he purifys himself of all Damage over Time effects and etc on him, including taunts. It seems like an intended mechanic, it's not just taunt that gets thrown off of himPersonofsecrets wrote: »@ZOS_GinaBruno , can you have some developers look into Ibomez's tenderizing mechanic.
I've had an issue tanking that boss where, after Ibomez tenderizes a player, they attack that player, and Ibomez seems to do this attack despite my taunt being on him. This interactions seems to be for real and is frustrating or, at the very least, not something that I fully understand.
Just re-taunt, there is no more taunt immunity (Unless 2 or more players are taunting uncontrollably)
@Petros
This is the part that I am having an issue with. It seems like retaunt isn't doing anything until the qued up attack is finished. I just have to find out if there is a sweet spot where I can taunt after his aggro free mechanic but before the next qued up attack is chosen.
I don't recall having issues with it after bashing the tenderizing, you could try that new tanking armor,, the shield assult supplies a taunt
I don't understand why a tormenter activation would work over an actual taunt.
Just saying it's an option. I wont actually tell someone to change there gear to test this out, I'd do it myself. But it would interrupt the tenderizing and taunt at the same time
lol, I don't, but I'm willing to try
Gelassenheit wrote: »@NativeJoe , if you play on AD i'd be happy to run with you and your friend sometime. Feel free to add me.
@anitajoneb17_ESO , I am not lying, and I am not being a humble brag.
Just some tips for doing vWGT, from my own experiences:
- Many trash pulls have a healer. Tank everything away from the healer and AoE. The groups healer stands on the enemy healer and bashes when they try to heal an ally. After all the other mobs are dead, switch focus to the healer. The Bulwarks hit very hard, you can either deal with them first, or be sure to block every charged attack they do. If you leave them, kill the archers then other melee targets first.
- The cremetorial guards throughout the dungeon are just a DPS race. Having one person in your group use the Destruction staff skill Pulsar can help get past these guys.
- The titan right before the third boss can sometimes be a pain. Make sure the tank takes the first hit, and keeps agro the entire time. It helps if there is a HoT (Healing over Time) effect on the group when the fire balls start dropping on the group, as it gives the healer a little bit more time to react accordingly.
- As far as bosses go;
- First boss: We generally find it easier to tank in one of two places: The first place is the entrance into the room between the first to pillars. Here, the tank has more time to taunt the adds that spawn throughout the fight, and we find that the AoE's the boss puts down sort of clump together between the pillars. The rest of the group stands roughly in the centre of the room. It helps if all players in the group have rank 19 Ledgerdemain, so as to maximize their chances of forcing the lock if they are put into a cage. The second location is to the right of the stairs that the boss comes down as you enter the room, moving in an arc to the left side of the room as the fight progresses, if there is fire in the way. The further you are away from the boss, the easier it is to dodge the harvester waves. If a wave is coming at you, take a few steps in one direction or the other to avoid it. If you cannot avoid it (maybe there is a fire on either side) then you must block it.
- Second boss: A kill order that works well is: Micella, Coridus, then Otho. Tank both Micella and Cordius away from Otho. If Otho teleports to where Micella and Cordius are being tanked, just retaunt them both and walk to the other side of the room. This gives you the most room to move about if Otho shoots out the fire lines. It also gives you a decent amount of room to move around if Micella and/or Cordius put down a standard.
- Third boss: It really helps to have HoT's, and damage shields(like barrier, and the Light Armour skill, Annulment) for this fight. Since having agro from the boss puts the increasing DoT on the target, each group member has to take their share of the damage. The DoT goes away when the boss is immobile after the blue flame phase. Keeping a damage shield up, with mutagen, and perhaps vigor goes a long way to helping the team survive. The tank should have an off-set for DPS for this fight. Whoever has ports must stop whatever else they are doing and focus 100% (except the healer, they should also throw the occasional heal) on getting down all the portals. For magicka users, a light attack + force pulse is generally more than enough to kill the portals. For stamina users, a critical charge is generally enough to kill the portals. When the boss is low, two people will start to get portals. You can either work as a team to bring all the portals together (i.e. I get west/north, you get south/east), or you can focus on executing the boss. Be realistic about the groups' DPS potential here. If you can burn the boss very quickly, it is generally better to do so. The safe route, obeying mechanics is to kill the portals.
- Last boss: Tanking the boss near the edge of the arena gives more time between having to reposition the boss due to the lightning line. Tanking the boss close to the centre of the arena gives less time, but a more continuous flow. Lightning atros spawn throughout the fight, and from what we are able to tell, they target the person further from them at the moment they are spawned. They must be focused down immediately. Both DPS and the healer need to kill it. If it is focused on you, you can run away a bit while dealing damage to it. When the two sets of four adds spawn at 60% and 30%, start DPS'ing them before the first knockback You can generally get 1 or 2 of them down before that knockback. It is important to dodge the waves -- if you get hit, you get staggered (unless you are blocking) and you get a ~10 second stacking DoT on you. A few of these DoTs are usually fatal when combined with the boss' knockback ability. Having mutagen here is very nice if someone does get hit with some DoTs. When killing the set of four adds, we find it helpful to group together and rotate around clock-wise or counter-clock-wise until all 4 are down. When you get to the final phase, it is very helpful to have a sorc in the group -- they are able to drop Negate in the centre of the arena when the dual lightning lines spawn. If you don't have a sorc / don't want to use this trick, that is fine. Tank near the edge of the arena and dodge through the lightning lines as they are about to pinch you off. Lightning atros still take #1 priority through this phase.
I hope this helps, and sorry for rambling on so much.
Gelassenheit wrote: »@NativeJoe , if you play on AD i'd be happy to run with you and your friend sometime. Feel free to add me.
@anitajoneb17_ESO , I am not lying, and I am not being a humble brag.
Just some tips for doing vWGT, from my own experiences:
- Many trash pulls have a healer. Tank everything away from the healer and AoE. The groups healer stands on the enemy healer and bashes when they try to heal an ally. After all the other mobs are dead, switch focus to the healer. The Bulwarks hit very hard, you can either deal with them first, or be sure to block every charged attack they do. If you leave them, kill the archers then other melee targets first.
- The cremetorial guards throughout the dungeon are just a DPS race. Having one person in your group use the Destruction staff skill Pulsar can help get past these guys.
- The titan right before the third boss can sometimes be a pain. Make sure the tank takes the first hit, and keeps agro the entire time. It helps if there is a HoT (Healing over Time) effect on the group when the fire balls start dropping on the group, as it gives the healer a little bit more time to react accordingly.
- As far as bosses go;
- First boss: We generally find it easier to tank in one of two places: The first place is the entrance into the room between the first to pillars. Here, the tank has more time to taunt the adds that spawn throughout the fight, and we find that the AoE's the boss puts down sort of clump together between the pillars. The rest of the group stands roughly in the centre of the room. It helps if all players in the group have rank 19 Ledgerdemain, so as to maximize their chances of forcing the lock if they are put into a cage. The second location is to the right of the stairs that the boss comes down as you enter the room, moving in an arc to the left side of the room as the fight progresses, if there is fire in the way. The further you are away from the boss, the easier it is to dodge the harvester waves. If a wave is coming at you, take a few steps in one direction or the other to avoid it. If you cannot avoid it (maybe there is a fire on either side) then you must block it.
- Second boss: A kill order that works well is: Micella, Coridus, then Otho. Tank both Micella and Cordius away from Otho. If Otho teleports to where Micella and Cordius are being tanked, just retaunt them both and walk to the other side of the room. This gives you the most room to move about if Otho shoots out the fire lines. It also gives you a decent amount of room to move around if Micella and/or Cordius put down a standard.
- Third boss: It really helps to have HoT's, and damage shields(like barrier, and the Light Armour skill, Annulment) for this fight. Since having agro from the boss puts the increasing DoT on the target, each group member has to take their share of the damage. The DoT goes away when the boss is immobile after the blue flame phase. Keeping a damage shield up, with mutagen, and perhaps vigor goes a long way to helping the team survive. The tank should have an off-set for DPS for this fight. Whoever has ports must stop whatever else they are doing and focus 100% (except the healer, they should also throw the occasional heal) on getting down all the portals. For magicka users, a light attack + force pulse is generally more than enough to kill the portals. For stamina users, a critical charge is generally enough to kill the portals. When the boss is low, two people will start to get portals. You can either work as a team to bring all the portals together (i.e. I get west/north, you get south/east), or you can focus on executing the boss. Be realistic about the groups' DPS potential here. If you can burn the boss very quickly, it is generally better to do so. The safe route, obeying mechanics is to kill the portals.
- Last boss: Tanking the boss near the edge of the arena gives more time between having to reposition the boss due to the lightning line. Tanking the boss close to the centre of the arena gives less time, but a more continuous flow. Lightning atros spawn throughout the fight, and from what we are able to tell, they target the person further from them at the moment they are spawned. They must be focused down immediately. Both DPS and the healer need to kill it. If it is focused on you, you can run away a bit while dealing damage to it. When the two sets of four adds spawn at 60% and 30%, start DPS'ing them before the first knockback You can generally get 1 or 2 of them down before that knockback. It is important to dodge the waves -- if you get hit, you get staggered (unless you are blocking) and you get a ~10 second stacking DoT on you. A few of these DoTs are usually fatal when combined with the boss' knockback ability. Having mutagen here is very nice if someone does get hit with some DoTs. When killing the set of four adds, we find it helpful to group together and rotate around clock-wise or counter-clock-wise until all 4 are down. When you get to the final phase, it is very helpful to have a sorc in the group -- they are able to drop Negate in the centre of the arena when the dual lightning lines spawn. If you don't have a sorc / don't want to use this trick, that is fine. Tank near the edge of the arena and dodge through the lightning lines as they are about to pinch you off. Lightning atros still take #1 priority through this phase.
I hope this helps, and sorry for rambling on so much.
timidobserver wrote: »Seriously, you are nerfing Imperial Prison and WGT again? Didn't you already nerf it once? Why do you keep nerfing it?
They just nerfed the 2nd boss in ICP, because let's be honest, that is one ridiculous fight.
when he fears you (when you all run away) after that he knocks you on the floor, thats when he purifys himself of all effectsPersonofsecrets wrote: »When he fears he purifys himself of all Damage over Time effects and etc on him, including taunts. It seems like an intended mechanic, it's not just taunt that gets thrown off of himPersonofsecrets wrote: »@ZOS_GinaBruno , can you have some developers look into Ibomez's tenderizing mechanic.
I've had an issue tanking that boss where, after Ibomez tenderizes a player, they attack that player, and Ibomez seems to do this attack despite my taunt being on him. This interactions seems to be for real and is frustrating or, at the very least, not something that I fully understand.
@Nifty2g
When exactly is the purify or what is the animation?
It isn't something that I have noticed and I want to make sure that we are talking about the same so that I can do the fight, visualize the purify, and better understand if something funny is going on or not.
when he fears you (when you all run away) after that he knocks you on the floor, thats when he purifys himself of all effectsPersonofsecrets wrote: »When he fears he purifys himself of all Damage over Time effects and etc on him, including taunts. It seems like an intended mechanic, it's not just taunt that gets thrown off of himPersonofsecrets wrote: »@ZOS_GinaBruno , can you have some developers look into Ibomez's tenderizing mechanic.
I've had an issue tanking that boss where, after Ibomez tenderizes a player, they attack that player, and Ibomez seems to do this attack despite my taunt being on him. This interactions seems to be for real and is frustrating or, at the very least, not something that I fully understand.
@Nifty2g
When exactly is the purify or what is the animation?
It isn't something that I have noticed and I want to make sure that we are talking about the same so that I can do the fight, visualize the purify, and better understand if something funny is going on or not.
ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
Combat & Gameplay
General
- When using the /stuck command, you will never be charged more gold than you have available, and is now correctly reflected in the stuck confirmation window.
Gelassenheit wrote: »DisgracefulMind wrote: »I just really don't understand why the new dungeons are getting nerfed again. They were at a perfect spot. Many, many players were finally starting to get them down and complete them, and you nerf them again. It's unnecessary. This is why people have no clue how to play this game. Eck.
I completely agree with this! The first boss of vWGT is nearly soloable, even with sub-optimal gear. Hell, even the entirety of vWGT can be heal-tanked in a mix of V1, V12, and V15 purple gear with 3 DPS pulling ~12k, all in under 30 minutes. Getting a mix of lower level gear at the purple quality is incredibly easy to do -- if you play the game for a solid afternoon you can get all the required materials (or money) to craft (or buy) it. Pulling ~12k DPS isn't super high either. There are tons of builds out there that can get those numbers, and they don't require much in the way of gear.
I really believe that there is no reason to nerf these dungeons even more, by any amount.
are you lying? exploiting? or what? o.o I've spent hours trying to get past the first bosses in these dungeons, and hundreds of thousands of gold. 20+ attempts with various groups... Me and my friend are always the last to die, and we both pull 14-27k dps over the entire duration. unless EVERY group we've tried has been incompetent vr 16's with green level 40 gear I just don't see how u can be saying this...
@GAULSTON7 This is so that you don't exploit the system and use it for free travel. In other games, instead of having a gold cost for getting unstuck, you are penalised with an hour or more cooldown before you can get unstuck again.Why are we being charged gold for poor game design? If I get stuck in a door, or fall through the worlds floor, how is that my fault, and why am I'm being penalized for it? ZOS, any of your competitors games don't charge gold to get unstuck, get your act together!ZOS_GinaBruno wrote: »FIXES & IMPROVEMENTS, BASE GAME PATCH
Combat & Gameplay
General
- When using the /stuck command, you will never be charged more gold than you have available, and is now correctly reflected in the stuck confirmation window.